[英]Adding inputbox-like control to XNA game
我希望我的游戲有正常的文本輸入,但使用純 XNA 似乎很不愉快。
早些時候我發現了這段代碼,它讓我在我的游戲中使用MessageBox
,安全地暫停它的執行並顯示一條消息:
[DllImport("user32.dll", CharSet = CharSet.Auto)]
public static extern uint MessageBox(IntPtr hWnd, String text, String caption, uint type);
是否有類似的東西可以將InputBox
功能添加到我的游戲中,最好不要中斷(暫停)游戲?
啊,文本輸入 - 我最近有這方面的經驗。
通常, Keyboard.GetKeyboardState()
在獲取文本輸入方面很糟糕,這有很多原因,其中一些是:
OemPeriod
的鍵(如在測試中)以查看它們的實際位置,並將它們映射到特定值。問題的第二部分是檢測您的哪個文本框(或一般的 UI 控件)當前正在接收此輸入,因為您不希望所有框在您鍵入時接收文本。
第三,您需要在指定的邊界內繪制 TextBox,您還可能想要繪制插入符號(閃爍的垂直位置指示器)、當前選擇(如果您想到目前為止實現它)、表示框,以及突出顯示(使用鼠標)或選中(具有焦點)狀態的紋理。
第四,您必須手動實現復制粘貼功能。
您可能不需要所有這些功能,因為我不需要它們。 您只需要簡單的輸入和檢測鍵,例如 Enter 或 Tab,以及鼠標點擊。 也許也貼。
問題是(至少當我們談論 Windows 時,而不是 X-Box 或 WP7 時),操作系統已經擁有從鍵盤實現您需要的一切所需的機制:
我用來獲取鍵盤輸入的解決方案,我已經復制了這個 Gamedev.net 論壇帖子。 它是下面的代碼,您只需要將其復制粘貼到一個 .cs 文件中,您將永遠不必再次打開該文件。
它用於從您的鍵盤接收本地化輸入,您需要做的就是在您的Game.Initialize()
覆蓋方法中初始化它(通過使用 Game.Window),並連接到事件以接收您想要的任何地方的輸入像。
您需要將PresentationCore
(PresentationCore.dll) 添加到您的引用中才能使用此代碼( System.Windows.Input
命名空間需要)。 這適用於 .NET 4.0 和 .NET 4.0 Client Profile。
using System;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System.Text;
using System.Windows.Input;
namespace EventInput
{
public class KeyboardLayout
{
const uint KLF_ACTIVATE = 1; //activate the layout
const int KL_NAMELENGTH = 9; // length of the keyboard buffer
const string LANG_EN_US = "00000409";
const string LANG_HE_IL = "0001101A";
[DllImport("user32.dll")]
private static extern long LoadKeyboardLayout(
string pwszKLID, // input locale identifier
uint Flags // input locale identifier options
);
[DllImport("user32.dll")]
private static extern long GetKeyboardLayoutName(
System.Text.StringBuilder pwszKLID //[out] string that receives the name of the locale identifier
);
public static string getName()
{
System.Text.StringBuilder name = new System.Text.StringBuilder(KL_NAMELENGTH);
GetKeyboardLayoutName(name);
return name.ToString();
}
}
public class CharacterEventArgs : EventArgs
{
private readonly char character;
private readonly int lParam;
public CharacterEventArgs(char character, int lParam)
{
this.character = character;
this.lParam = lParam;
}
public char Character
{
get { return character; }
}
public int Param
{
get { return lParam; }
}
public int RepeatCount
{
get { return lParam & 0xffff; }
}
public bool ExtendedKey
{
get { return (lParam & (1 << 24)) > 0; }
}
public bool AltPressed
{
get { return (lParam & (1 << 29)) > 0; }
}
public bool PreviousState
{
get { return (lParam & (1 << 30)) > 0; }
}
public bool TransitionState
{
get { return (lParam & (1 << 31)) > 0; }
}
}
public class KeyEventArgs : EventArgs
{
private Keys keyCode;
public KeyEventArgs(Keys keyCode)
{
this.keyCode = keyCode;
}
public Keys KeyCode
{
get { return keyCode; }
}
}
public delegate void CharEnteredHandler(object sender, CharacterEventArgs e);
public delegate void KeyEventHandler(object sender, KeyEventArgs e);
public static class EventInput
{
/// <summary>
/// Event raised when a character has been entered.
/// </summary>
public static event CharEnteredHandler CharEntered;
/// <summary>
/// Event raised when a key has been pressed down. May fire multiple times due to keyboard repeat.
/// </summary>
public static event KeyEventHandler KeyDown;
/// <summary>
/// Event raised when a key has been released.
/// </summary>
public static event KeyEventHandler KeyUp;
delegate IntPtr WndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam);
static bool initialized;
static IntPtr prevWndProc;
static WndProc hookProcDelegate;
static IntPtr hIMC;
//various Win32 constants that we need
const int GWL_WNDPROC = -4;
const int WM_KEYDOWN = 0x100;
const int WM_KEYUP = 0x101;
const int WM_CHAR = 0x102;
const int WM_IME_SETCONTEXT = 0x0281;
const int WM_INPUTLANGCHANGE = 0x51;
const int WM_GETDLGCODE = 0x87;
const int WM_IME_COMPOSITION = 0x10f;
const int DLGC_WANTALLKEYS = 4;
//Win32 functions that we're using
[DllImport("Imm32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr ImmGetContext(IntPtr hWnd);
[DllImport("Imm32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr ImmAssociateContext(IntPtr hWnd, IntPtr hIMC);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr CallWindowProc(IntPtr lpPrevWndFunc, IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
/// <summary>
/// Initialize the TextInput with the given GameWindow.
/// </summary>
/// <param name="window">The XNA window to which text input should be linked.</param>
public static void Initialize(GameWindow window)
{
if (initialized)
throw new InvalidOperationException("TextInput.Initialize can only be called once!");
hookProcDelegate = new WndProc(HookProc);
prevWndProc = (IntPtr)SetWindowLong(window.Handle, GWL_WNDPROC,
(int)Marshal.GetFunctionPointerForDelegate(hookProcDelegate));
hIMC = ImmGetContext(window.Handle);
initialized = true;
}
static IntPtr HookProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
IntPtr returnCode = CallWindowProc(prevWndProc, hWnd, msg, wParam, lParam);
switch (msg)
{
case WM_GETDLGCODE:
returnCode = (IntPtr)(returnCode.ToInt32() | DLGC_WANTALLKEYS);
break;
case WM_KEYDOWN:
if (KeyDown != null)
KeyDown(null, new KeyEventArgs((Keys)wParam));
break;
case WM_KEYUP:
if (KeyUp != null)
KeyUp(null, new KeyEventArgs((Keys)wParam));
break;
case WM_CHAR:
if (CharEntered != null)
CharEntered(null, new CharacterEventArgs((char)wParam, lParam.ToInt32()));
break;
case WM_IME_SETCONTEXT:
if (wParam.ToInt32() == 1)
ImmAssociateContext(hWnd, hIMC);
break;
case WM_INPUTLANGCHANGE:
ImmAssociateContext(hWnd, hIMC);
returnCode = (IntPtr)1;
break;
}
return returnCode;
}
}
}
現在您已經可以按原樣使用它(通過訂閱EventInput.CharEntered
事件),並使用邏輯來檢測將輸入發送到何處。
我所做的是創建一個類KeyboardDispatcher
,它通過具有IKeyboardSubscriber
類型的屬性來處理鍵盤輸入的分派,它將接收到的輸入發送到該屬性。 這個想法是您將此屬性設置為要接收輸入的 UI 控件。
定義如下:
public interface IKeyboardSubscriber
{
void RecieveTextInput(char inputChar);
void RecieveTextInput(string text);
void RecieveCommandInput(char command);
void RecieveSpecialInput(Keys key);
bool Selected { get; set; } //or Focused
}
public class KeyboardDispatcher
{
public KeyboardDispatcher(GameWindow window)
{
EventInput.EventInput.Initialize(window);
EventInput.EventInput.CharEntered += new EventInput.CharEnteredHandler(EventInput_CharEntered);
EventInput.EventInput.KeyDown += new EventInput.KeyEventHandler(EventInput_KeyDown);
}
void EventInput_KeyDown(object sender, EventInput.KeyEventArgs e)
{
if (_subscriber == null)
return;
_subscriber.RecieveSpecialInput(e.KeyCode);
}
void EventInput_CharEntered(object sender, EventInput.CharacterEventArgs e)
{
if (_subscriber == null)
return;
if (char.IsControl(e.Character))
{
//ctrl-v
if (e.Character == 0x16)
{
//XNA runs in Multiple Thread Apartment state, which cannot recieve clipboard
Thread thread = new Thread(PasteThread);
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
thread.Join();
_subscriber.RecieveTextInput(_pasteResult);
}
else
{
_subscriber.RecieveCommandInput(e.Character);
}
}
else
{
_subscriber.RecieveTextInput(e.Character);
}
}
IKeyboardSubscriber _subscriber;
public IKeyboardSubscriber Subscriber
{
get { return _subscriber; }
set
{
if (_subscriber != null)
_subscriber.Selected = false;
_subscriber = value;
if(value!=null)
value.Selected = true;
}
}
//Thread has to be in Single Thread Apartment state in order to receive clipboard
string _pasteResult = "";
[STAThread]
void PasteThread()
{
if (Clipboard.ContainsText())
{
_pasteResult = Clipboard.GetText();
}
else
{
_pasteResult = "";
}
}
}
用法相當簡單,實例化KeyboardDispatcher
,即在Game.Initialize()
並保持對它的引用(這樣您就可以在選定的 [focused] 控件之間切換),並將使用IKeyboardSubscriber
接口的類傳遞給它,例如您的TextBox
。
接下來是您的實際控制權。 現在我最初編寫了一個相當復雜的框,它使用渲染目標將文本渲染為紋理,以便我可以移動它(如果文本比框大),但是經過很多痛苦之后我把它報廢並做了一個非常簡單的版本。 隨意改進它!
public delegate void TextBoxEvent(TextBox sender);
public class TextBox : IKeyboardSubscriber
{
Texture2D _textBoxTexture;
Texture2D _caretTexture;
SpriteFont _font;
public int X { get; set; }
public int Y { get; set; }
public int Width { get; set; }
public int Height { get; private set; }
public bool Highlighted { get; set; }
public bool PasswordBox { get; set; }
public event TextBoxEvent Clicked;
string _text = "";
public String Text
{
get
{
return _text;
}
set
{
_text = value;
if (_text == null)
_text = "";
if (_text != "")
{
//if you attempt to display a character that is not in your font
//you will get an exception, so we filter the characters
//remove the filtering if you're using a default character in your spritefont
String filtered = "";
foreach (char c in value)
{
if (_font.Characters.Contains(c))
filtered += c;
}
_text = filtered;
while (_font.MeasureString(_text).X > Width)
{
//to ensure that text cannot be larger than the box
_text = _text.Substring(0, _text.Length - 1);
}
}
}
}
public TextBox(Texture2D textBoxTexture, Texture2D caretTexture, SpriteFont font)
{
_textBoxTexture = textBoxTexture;
_caretTexture = caretTexture;
_font = font;
_previousMouse = Mouse.GetState();
}
MouseState _previousMouse;
public void Update(GameTime gameTime)
{
MouseState mouse = Mouse.GetState();
Point mousePoint = new Point(mouse.X, mouse.Y);
Rectangle position = new Rectangle(X, Y, Width, Height);
if (position.Contains(mousePoint))
{
Highlighted = true;
if (_previousMouse.LeftButton == ButtonState.Released && mouse.LeftButton == ButtonState.Pressed)
{
if (Clicked != null)
Clicked(this);
}
}
else
{
Highlighted = false;
}
}
public void Draw(SpriteBatch spriteBatch, GameTime gameTime)
{
bool caretVisible = true;
if ((gameTime.TotalGameTime.TotalMilliseconds % 1000) < 500)
caretVisible = false;
else
caretVisible = true;
String toDraw = Text;
if (PasswordBox)
{
toDraw = "";
for (int i = 0; i < Text.Length; i++)
toDraw += (char) 0x2022; //bullet character (make sure you include it in the font!!!!)
}
//my texture was split vertically in 2 parts, upper was unhighlighted, lower was highlighted version of the box
spriteBatch.Draw(_textBoxTexture, new Rectangle(X, Y, Width, Height), new Rectangle(0, Highlighted ? (_textBoxTexture.Height / 2) : 0, _textBoxTexture.Width, _textBoxTexture.Height / 2), Color.White);
Vector2 size = _font.MeasureString(toDraw);
if (caretVisible && Selected)
spriteBatch.Draw(_caretTexture, new Vector2(X + (int)size.X + 2, Y + 2), Color.White); //my caret texture was a simple vertical line, 4 pixels smaller than font size.Y
//shadow first, then the actual text
spriteBatch.DrawString(_font, toDraw, new Vector2(X, Y) + Vector2.One, Color.Black);
spriteBatch.DrawString(_font, toDraw, new Vector2(X, Y), Color.White);
}
public void RecieveTextInput(char inputChar)
{
Text = Text + inputChar;
}
public void RecieveTextInput(string text)
{
Text = Text + text;
}
public void RecieveCommandInput(char command)
{
switch (command)
{
case '\b': //backspace
if (Text.Length > 0)
Text = Text.Substring(0, Text.Length - 1);
break;
case '\r': //return
if (OnEnterPressed != null)
OnEnterPressed(this);
break;
case '\t': //tab
if (OnTabPressed != null)
OnTabPressed(this);
break;
default:
break;
}
}
public void RecieveSpecialInput(Keys key)
{
}
public event TextBoxEvent OnEnterPressed;
public event TextBoxEvent OnTabPressed;
public bool Selected
{
get;
set;
}
}
實例化TextBox
,不要忘記在實例上設置X
、 Y
和Width
(!!!) 值( Height
由字體自動設置)。
我用於盒子的紋理是 (未突出顯示有漸變,在黑色背景上看起來不錯:))
要顯示框,請調用實例上的.Draw()
方法(在您的Game.Draw()
方法中),spritebatch 已經啟動(調用SpriteBatch.Begin()
!!!)。 對於您顯示的每個框,如果您希望它接收鼠標輸入,您應該調用.Update()
方法。
當您希望特定實例接收鍵盤輸入時,請使用您的KeyboardDispatcher
實例來訂閱它,例如:
_keyboardDispatcher.Subscriber = _usernameTextBox;
您可以使用文本框上的Click
、 Tab
和Enter
事件來切換訂閱者(我建議這樣做,因為當您可以通過 Tab 鍵瀏覽 UI 並單擊以進行選擇時,它會給 UI 帶來非常好的感覺)。
Ofc,我已經談到了一些我沒有實現的功能,例如如果文本比框寬,框能夠平移文本,移動插入符號的能力(插入文本,而不僅僅是附加),以選擇和復制文本等。
這些問題你可以通過輕到中等的努力解決,我敢肯定,但在你做之前,問問自己:
寫過幾次這樣的代碼后,我會說在 XNA 中編寫一個基本的文本框並不難。 你定義一個用背景顏色填充的矩形,一個代表用戶輸入內容的字符串,並在矩形內使用 Spritebatch.DrawString() 顯示字符串! 使用 SpriteFont.MeasureString(),您可以隨心所欲地對齊文本,在文本被禁止時將文本換行到下一行,等等。
然后您查看每個更新的 Keyboard.GetState() 並檢查已按下哪些鍵。 這可能是最大的問題,因為如果用戶輸入速度很快,你會錯過一些按鍵——游戲每秒只更新這么多次。 這個問題在互聯網上被廣泛記錄,並且有解決方案,例如這里。
好吧,最簡單的方法如下(從我的角度來看;])
using TextboxInputTest.Textbox.TextInput;
private TextboxInput _inputTextBox
那么我建議啟用鼠標(將其設置為可見)
IsMouseVisible = true;
現在你需要初始化文本框本身
this._inputTextBox = new TextboxInput(this, "background_box", "Arial");
這代表游戲,就是這個(懷疑你需要改變它)
background_box 是你想用來顯示的圖片的名稱(afaik,這個沒有默認選項)
Arial 是你想要使用的字體(不要忘記你必須將它添加到游戲的內容中
設置框的位置
this._inputTextBox.Position = new Vector2(100,100);
作為最后一步,您必須將框添加到組件數組
Components.Add(this._inputTextBox);
您可能想編輯許多功能,為此,我建議使用 IntelliSense
編輯:我的錯,對不起,我經常使用它們,我完全忘記了這一點;] 提前說,你看到的不是我的作品
http://www.4shared.com/file/RVqzHWk0/TextboxInput.html
希望它有所幫助。
問候,
雷萊斯
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